Asmodeus, King of Hell, Lord of the Ninth Large Outsider (Cosmic, Devil, Evil, Lawful)
Hit Dice: 54d8 + 702 (1,134 hp)
Initiative: +10
Speed: 180 ft., fly 270 ft. (perfect)
Armor Class: 92 (+20 deflection, +10 Dex, +20 insight, +33 natural, -1 size), touch 59, flat-footed 62
Base Attack/Grapple: +54/+72
Attack: Ruby Rod +78 melee (2d6 + 23 /x3)
Full Attack: Ruby Rod +78/+73/+68/+63 melee (2d6 + 23 /x3)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call devils, demand submission, gaze attacks, hellfire, spell-like abilities, spells
Special Qualities: Damage reduction 40/greater epic, major good and major chaotic and silver, fast healing 40, immunity to acid, fire and poison, King of Hell, regeneration 25, resistance to cold 30, see in darkness, spell resistance 78, telepathy 1000 ft.
Saves: Fort +51, Ref +48, Will +58
Abilities: Str 39, Dex 30, Con 36, Int 51, Wis 51, Cha 51
Skills: Appraise +86, Bluff +103, Concentration +79, Craft (alchemy) +86, Diplomacy +104, Disguise +86 (+92 acting), Escape Artist +76, Forgery +86, Gather Information +92, Hide +72, Intimidate +92, Knowledge (arcana) +86, Knowledge (history) +86, Knowledge (local) +86, Knowledge (nature) +86, Knowledge (nobility and royalty) +86, Knowledge (religion) +86, Knowledge (the planes) +86, Listen +86, Move Silently +76, Search +86, Sense Motive +86, Spellcraft +102, Spot +86, Survival +86 (+92 tracking, +92 above ground, +92 on other planes), Use Magic Device +86
Feats: Craft Rod, Dark Speech, Eschew Materials, Empower Spell, Heighten Spell, Maximize Spell, Power Attack, Widen Spell
Epic Feats: Craft Epic Rod, Enhance Spell, Epic Skill Focus (Bluff), Epic Skill Focus (Spellcraft), Epic Spellcasting, Ignore Material Components, Improved Heighten Spell, Intensify Spell, Multispell (x7), Spell Stowaway (
wish)
Climate/Terrain: Nessus (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 50 (66 in Hell)
Treasure: Quintuple Standard
Alignment: Lawful Evil
Call Devils (Sp): At will as a standard action Asmodeus may call a duke, 9 pit fiends, or 18 of any lesser devils. 3/day he may call an archdevil. 1/week, he may call all eight of the Lords of the Nine. Non unique devils called by Asmodeus possess double standard hit dice and maximum hit points.
Demand Submission (Ex): 1/round as a standard action, Asmodeus can force up to nine creatures who can hear and understand his voice to attempt a Will saving throw (DC 66). On a failure, the creatures submit to the ruler of Hell for 10d10 days, doing everything he asks as if his words were a
suggestion that they cannot resist. Once a creature successfully saves against this ability, he gains a +9 bonus to all further saves against it.
Gaze of Hell (Ex): Asmodeus has two different gaze attacks, although he can only use one at a time. He can switch between the two as a free action.
Chill Gaze: This has a range of 90 feet and acts as a slow spell that imposes a -9 penalty on all attack, damage, saving throws, ability checks and skill checks for 24 hours. Will save (DC 66) negates.
Fear and Weakness Gaze: This has a range of 180 feet. It both panics and deals 1d8 points of Strength damage per round to creatures who fail their saves. Will save (DC 66) negates.
Hellfire (Cs): As a standard action every 1d4 rounds, Asmodeus can unleash a blast of hellfire, dealing 18d12 points of damage. This attack can be unleashed as a 90 foot cone (Reflex DC 66 half), a 180 foot line (Reflex DC 66 half) or a 900 foot ray (+64 ranged touch). Within Hell, the ray has no maximum range and can strike any creature that Asmodeus can see.
Spells: Asmodeus casts cleric and wizard spells spontaneously with no need to prepare and access to all spells on the spell lists plus the domains of Baator, Diabolic, Domination, Evil, Law and Trickery. All spells cast by Asmodeus are corrupted, quickened and violated.
Cleric spells per day: 6/11/11/11/11/10/9/9/9/8/4/4/4/3/3/3/3/2/2/2/2. Caster level 54th. (63rd for Evil or Law spells) DC 39+spell level
Wizard spells per day: 4/9/9/9/9/8/8/8/8/7/4/4/4/3/3/3/3/2/2/2/2. Caster level 54th. (63rd for Evil or Law spells) DC 39+spell level
Epic Spells per day: 5 arcane, 5 divine.
Domain powers: Asmodeus gains a +9 caster level bonus on spells with the Evil or Law descriptors. 9/day, he may gain a +54 bonus on a Bluff, Diplomacy, Intimidate or Sense Motive check.
Spell-like Abilities: Always active -
detect chaos, detect good, detect magic, discern lies, true seeing; At will -
animate dead, blasphemy (DC 46),
create greater undead, demand (DC 47),
deeper darkness, desecrate, detect thoughts, dictum, disguise self, dispel chaos or good, greater dispel magic, dominate monster (DC 48),
hellfire storm*, hold monster, imprisonment, magic circle against chaos or good, monstrous thrall** (DC 48),
order's wrath (DC 46),
planeshift, protection from chaos or good, mass suggestion (DC 45),
greater teleport, unhallow, wall of fire, wall of ice; 9/day –
investiture of the devil (any),
shapechange, true resurrection, wish. Caster level 54th
*Fiendish Codex II
**Spell Compendium
Cosmic Entity: Within Hell, Asmodeus receives a +18 bonus to rank checks. Outside of Hell he possesses a +9 bonus.
King of Hell: Asmodeus possesses a +9 profane bonus on saves, ability checks, skill checks and the DCs of his special attacks. Within Hell he possesses six times his actual hit points (6,804). He may reshape the entirety of Hell as if it were his divine realm; shaping actual divine realms within Hell is only possible with an opposed rank check. Asmodeus can promote lesser devils into greater forms at will. If the devil in question does not possess the proper HD for its new form, Asmodeus receives a number of negative levels equal to the difference. Asmodeus does not need to make a Fortitude save against permanent level loss. Instead, his negative levels are removed at the rate of one per hour. Asmodeus can also promote a devil to Duke or Archdevil status, granting them the appropriate abilities.
Regeneration (Ex): Asmodeus takes normal damage from epic good and chaotic aligned silver weapons, and from good aligned spells or effects of 5th level or higher.
Possessions: Asmodeus holds the Ruby Rod, a major artifact. This functions as a
+9 heavy mace of unholy and lawful power. It has a critical of x3, and affects those who are touch it against Asmodeus’ will as
harm. (Will save DC 50 for half, caster level 40th) Asmodeus may make use of the powers at will unless otherwise stated. Other wielders may make use of the special abilities 1/day.
Absorption: The Ruby Rod can be used as a
rod of absorption, capable of absorbing up to 9 spell levels per round.
Armor of Malsheem: When this ability is activated (a full round action), the wielder’s damage reduction, fast healing, and regeneration are doubled for the next 9 rounds (if the wielder does not possess one or more of these boons, he receives a DR of 9/ - , fast healing 9, and regeneration (good and silver) 9). When in Asmodeus’ hands, the Rod also doubles the hit points of his divine shields for the duration. Asmodeus can only use this ability thrice per day.
Bolt of Lightning: 180 foot long, 10 foot wide line; deals 30d6 points of corrupted, violated electricity damage (Reflex DC 50 for half). Failure on the save knocks a victim prone; furthermore, failure by 10 points or more throws a victim back 10 feet plus 10 more feet for every additional 10 points of damage taken. If this effect causes the victim to strike a solid object (like a wall), the victim suffers 1d6 points of damage for every 10 feet they travel before striking. A victim must also make a Fortitude save DC 50 or become paralyzed for 9 rounds. Anyone taking any electrical damage from this attack becomes charged with static electricity for the next 9 rounds and deals 15d6 points of electricity damage whenever they come within 5 feet of or touch another being.
Cone of Frost: 90 foot long cone; deals 30d6 points of corrupted, violated cold damage (Reflex DC 50 for half). Those struck must also make a Fortitude save DC 50. On a successful save, victims are
slowed for 9 rounds. On a failure, victims are stuck in place as though by
hold monster for 9 rounds. If they fail the Fortitude save by 10 points or more, they are frozen into ice and rendered helpless for up to 9 days (a
miracle or
wish can thaw victims out). If they take 50 points of damage or more from any one attack while in this state, victims shatter into pieces and die.
Jet of Acid: 360 foot long, 5 foot wide line; deals 30d6 points of corrupted, violated acid damage (Reflex DC 50 for half). The acid eats away at the flesh, dealing 1d6 points of Constitution damage (Fortitude DC 50 for half) immediately and an additional 1d6 points at the beginning of each of the next nine rounds. A
heal, miracle, or
wish spell can stop the continuing Constitution damage. Resistance or immunity to acid is only effective against 1/2 of the Constitution damage.
Tyrant Triumphant: Activating this ability causes pulsing, red and black waves to emanate from the Rod in a 90 foot radius. The area within 90 feet of the Rod is surrounded by a wall of anti-magic. The wall is razor thin, but prevents spells or supernatural abilities originating from within the area from affecting those without and vice versa, similar to the lesser layers of a prismatic wall. All save the wielder within the area are affected as if by
disjunction, blasphemy, dictum, and
repulsion in that order during the round that the effect begins (caster level 80th, DC 68 where applicable). A nearly impenetrable shield is erected around the wielder, and remains for 3 rounds. Each round the barrage of spells repeats within a 90 foot radius of the Rod.
The shield surrounding the wielder is immune to all forms of attack save those with the good or chaotic descriptor. The shield has 999 hit points. Even from those forms of attack against which it is vulnerable, the shield ignores the first 90 points of damage per round. Good or chaotic aligned spells which do not normally deal damage deal 1d10 points of damage per spell level to the shield.
During the first round, the Rod’s wielder is purged of all unwanted effects, including but not limited to, disease, poison, enchantments, curses, debilitations and death. In the second round, the wielder is healed to full hit points. By the third round, the wielder regains spells, spell-like abilities, and any other limited-use abilities innate to his nature (not granted by an item) as if he had rested for a day. Tyrant Triumphant will automatically activate once per day should its wielder perish. Asmodeus can only use this ability thrice per day.
Asmodeus has access to near limitless wealth in magical items. As such, he can be expected to have any magic item in the DMG or any other source book with a value of less than 1 million gold pieces.
In short, Asmodeus can kick your ass.